// The World I want Marked
// World must define these:
const CLOCKTICK = 100; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
//---- global constants: -------------------------------------------------------
const gridsize = 15; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 100; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xddffdd; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;
// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
// --- some useful random functions -------------------------------------------
function randomfloatAtoB ( A, B )
{
return ( A + ( Math.random() * (B-A) ) );
}
function randomintAtoB ( A, B )
{
return ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
function randomBoolean()
{
if ( Math.random() < 0.5 ) { return false; }
else { return true; }
}
//---- start of World class -------------------------------------------------------
function World() {
// most of World can be private
// regular "var" syntax means private variables:
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var WALLS = new Array ( 4 * gridsize ); // need to keep handles to wall and maze objects so can find them later to paint them
var MAZE = new Array ( NOBOXES );
var theagent, theenemy;
var goal;
var coffee;
// enemy and agent position on squares
var ei, ej, ai, aj;
var gi, gj;
var ci, cj;
var badsteps;
var goodsteps;
var step;
var coffeeStep;
var self = this; // needed for private fn to call public fn - see below
// regular "function" syntax means private functions:
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK ;
}
}
}
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
function translate ( x )
{
return ( x - ( MAXPOS/2 ) );
}
//--- skybox ----------------------------------------------------------------------------------------------
function initSkybox()
{
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/top.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/bottom.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
];
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
threeworld.scene.add( theskybox ); // We are inside a giant cube
}
function loadTextures()
{
var loader1 = new THREE.TextureLoader();
//loader1.load ( '/uploads/starter/door.jpg', function ( thetexture ) {
loader1.load ( '/uploads/emerhennebry/redbricks.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/emerhennebry/redbricks.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader3 = new THREE.TextureLoader();
loader3.load ( '/uploads/emerhennebry/runningperson.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theagent.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader4 = new THREE.TextureLoader();
loader4.load ( '/uploads/emerhennebry/professor.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
theenemy.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader5 = new THREE.TextureLoader();
loader5.load ( '/uploads/emerhennebry/chair.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
goal.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
var loader6 = new THREE.TextureLoader();
loader6.load ( '/uploads/emerhennebry/starbucks.jpg', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
coffee.material = new THREE.MeshBasicMaterial( { map: thetexture } );
} );
}
// --- add fixed objects ----------------------------------------
function initLogicalWalls() // set up logical walls in data structure, whether doing graphical run or not
{
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j] = GRID_WALL ;
}
}
function initThreeWalls() // graphical run only, set up blank boxes, painted later
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_WALL )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecube.position.z = translate ( j * squaresize );
thecube.position.y = translate ( i * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
WALLS[t] = thecube; // save it for later
t++;
}
}
function paintWalls ( material )
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
function initLogicalMaze()
{
for ( var c=1 ; c <= NOBOXES ; c++ )
{
//var i = randomintAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
//var j = randomintAtoB(1,gridsize-2);
//GRID[i][j] = GRID_MAZE ;
GRID[5][12] = GRID_MAZE ;
GRID[6][12] = GRID_MAZE ;
GRID[7][12] = GRID_MAZE ;
GRID[8][12] = GRID_MAZE ;
GRID[9][12] = GRID_MAZE ;
GRID[4][3] = GRID_MAZE ;
GRID[5][3] = GRID_MAZE ;
GRID[6][3] = GRID_MAZE ;
GRID[7][3] = GRID_MAZE ;
GRID[8][3] = GRID_MAZE ;
GRID[9][3] = GRID_MAZE ;
GRID[10][3] = GRID_MAZE ;
GRID[11][3] = GRID_MAZE ;
GRID[12][3] = GRID_MAZE ;
GRID[3][5] = GRID_MAZE ;
GRID[3][6] = GRID_MAZE ;
GRID[3][7] = GRID_MAZE ;
GRID[3][8] = GRID_MAZE ;
GRID[3][9] = GRID_MAZE ;
GRID[3][10] = GRID_MAZE ;
GRID[3][11] = GRID_MAZE ;
GRID[3][12] = GRID_MAZE ;
GRID[12][4] = GRID_MAZE ;
GRID[12][5] = GRID_MAZE ;
GRID[12][6] = GRID_MAZE ;
GRID[12][7] = GRID_MAZE ;
GRID[12][8] = GRID_MAZE ;
GRID[12][9] = GRID_MAZE ;
}
}
function initThreeMaze()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MAZE )
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
thecube.position.y = 0;
threeworld.scene.add(thecube);
MAZE[t] = thecube; // save it for later
t++;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
// --- enemy functions -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
var x = translate ( ei * squaresize );
var z = translate ( ej * squaresize );
var y = 0;
theenemy.position.x = x;
theenemy.position.y = y;
theenemy.position.z = z;
threeworld.scene.add(theenemy);
//threeworld.scene.add(theagent);
threeworld.follow.copy ( theenemy.position );
//threeworld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function initLogicalEnemy()
{
// start in random location:
var i, j;
do
{
i = 1;
j = 3;
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
}
function initThreeEnemy()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material.color.setHex( BLANKCOLOR );
drawEnemy();
}
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
//I want it to move away fromn the agaent
var i, j;
if ( ei < (49,49) ) i = randomintAtoB(ei, ei+1);
if ( ei == (49,49) ) i = ei;
if ( ei > (49,49) ) i = randomintAtoB(ei-1, ei);
if ( ej < (49,49) ) j = randomintAtoB(ej, ej+1);
if ( ej == (49,49) ) j = ej;
if ( ej > (49,49) ) j = randomintAtoB(ej-1, ej);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = 0;
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.scene.add(theagent);
//threeworld.scene.add(theenemy);
threeworld.lookat.copy ( theagent.position );
//threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalAgent()
{
var i, j;
do
{
i = 1;
j = 1;
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
}
function initThreeAgent()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material.color.setHex( BLANKCOLOR );
drawAgent();
}
function moveLogicalAgent(a) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
var j = aj;
if ( a == ACTION_LEFT ) i--;
else if ( a == ACTION_RIGHT ) i++;
else if ( a == ACTION_UP ) j++;
else if ( a == ACTION_DOWN ) j--;
if ( ! occupied(i,j) )
{
ai = i;
aj = j;
}
}
function keyHandler(e)
// user control
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
if (e.keyCode == 37) moveLogicalAgent ( ACTION_LEFT );
if (e.keyCode == 38) moveLogicalAgent ( ACTION_DOWN );
if (e.keyCode == 39) moveLogicalAgent ( ACTION_RIGHT );
if (e.keyCode == 40) moveLogicalAgent ( ACTION_UP );
}
// --- Goal functions -----------------------------------
function drawGoal() // given ai, aj, draw it
{
var x = translate ( gi * squaresize );
var z = translate ( gj * squaresize );
var y = 0;
goal.position.x = x;
goal.position.y = y;
goal.position.z = z;
threeworld.scene.add(goal);
//threeworld.scene.add(theenemy);
threeworld.lookat.copy ( goal.position );
//threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalGoal()
{
// start in random location:
var i, j;
do
{
i = (1,gridsize-2);
j = (1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
gi = i;
gj = j;
}
function initThreeGoal()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
goal = new THREE.Mesh( shape );
goal.material.color.setHex( BLANKCOLOR );
drawGoal();
}
// --- Coffee functions -----------------------------------
function drawCoffee() // given ai, aj, draw it
{
var x = translate ( ci * squaresize );
var z = translate ( cj * squaresize );
var y = 0;
coffee.position.x = x;
coffee.position.y = y;
coffee.position.z = z;
threeworld.scene.add(coffee);
//threeworld.scene.add(theenemy);
threeworld.lookat.copy ( coffee.position );
//threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
function initLogicalCoffee()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ci = i;
cj = j;
}
function initThreeCoffee()
{
var shape = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
coffee = new THREE.Mesh( shape );
coffee.material.color.setHex( BLANKCOLOR );
drawCoffee();
}
// --- score: -----------------------------------
function getCoffee()
{
if ( (ai == ci) && (aj == cj) ) return true;
else return false;
}
function reachedGoal() //if enemy reaches goal
{
return((ei == gi && ej == gj) || (ai == gi && aj == gj));
}
function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move
{
var x = self.getState();
var status = " Step: <b> " + step + " </b> x = (" + x.toString() + ") a = (" + a + ") ";
$("#user_span3").html( status );
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = self.getState();
var status = " y = (" + y.toString() + ") <BR> ";
$("#user_span4").html( status );
var score = self.getScore();
var status = "Try grab a coffee before the lecture!! " +
"Coffee: " + coffeeStep +
" Score: " + score.toFixed(2) + "% ";
$("#user_span5").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
this.endCondition = false;
step = 0;
coffeeStep = 0;
coffeeStatus = 0;
agentGoal = 0;
// for all runs:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
initLogicalGoal();
initLogicalCoffee();
// for graphical runs only:
if ( true )
{
if ( show3d )
{
BOXHEIGHT = squaresize;
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
initSkybox();
initMusic();
// Set up objects first:
initThreeWalls();
initThreeMaze();
initThreeAgent();
initThreeEnemy();
initThreeGoal();
initThreeCoffee();
// Then paint them with textures - asynchronous load of textures from files.
// The texture file loads return at some unknown future time in some unknown order.
// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
// It is safe to paint objects in random order, but might not be safe to create objects in random order.
loadTextures();
document.onkeydown = keyHandler;
}
};
this.getState = function()
{
var x = [ ai, aj, ei, ej, gi, gj, ci, cj ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if ( true )
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
moveLogicalEnemy();
if((ai == ci) && (aj == cj))
{
coffeeStatus = 1;
coffeeStep = "Yes";
}
if((ai == gi) && (aj == gj))
agentGoal = 1;
if ( true )
{
drawAgent();
drawEnemy();
drawGoal();
drawCoffee();
updateStatusAfter(); // show status line after moves
}
if ( reachedGoal() ) // if agent blocked in, run over
{
this.endCondition = true;
goodsteps = 0; // you score zero as far as database is concerned
if ( true )
{
musicPause();
soundAlarm();
}
}
};
this.endRun = function()
{
if ( true )
{
musicPause();
if ( this.endCondition )
$("#user_span6").html( " <font color=red> <B> Game Over </B> </font> " );
else
$("#user_span6").html( " <font color=red> <B> Run over. </B> </font> " );
}
};
this.getScore = function()
{
return ( ( coffeeStatus + agentGoal ) * 50 );
};
}
//---- end of World class -------------------------------------------------------
// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
function initMusic()
{
// put music element in one of the spans
var x = "<audio id=theaudio src=/uploads/starter/Defense.Line.mp3 autoplay loop> </audio>" ;
$("#user_span1").html( x );
}
function musicPlay()
{
// jQuery does not seem to parse pause() etc. so find the element the old way:
document.getElementById('theaudio').play();
}
function musicPause()
{
document.getElementById('theaudio').pause();
}
function soundAlarm()
{
var x = "<audio src=/uploads/starter/air.horn.mp3 autoplay > </audio>";
$("#user_span2").html( x );
}